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2005-01-03(svn r1361) -Remove .cod files from VS6 project as well (bociusz)darkvater
2005-01-03(svn r1359) Fix typos in last committron
2005-01-03(svn r1358) Assert bounds of depot list when searching for a depottron
2005-01-03(svn r1357) -Fix: Disabled dropdown menu options are gray again (instead of ↵darkvater
blue)
2005-01-03(svn r1356) -Fix: [1092363] missing GCC_PACK in oldloader.c (thx hafken)darkvater
2005-01-03(svn r1355) -Fix: [1092473] random trees in scenario editor do not overwrite ↵darkvater
rocks as well
2005-01-03(svn r1354) Use WindowClass/WindowNumber to store/pass window class/number, ↵tron
not some arbitrary data types
2005-01-03(svn r1353) -Fix: [1092707] placing rocks in scenario editor. You can place ↵darkvater
rocks on trees and vice versa
2005-01-03(svn r1352) -Fix: [1093200] Drive side in new games. Setting the driver side ↵darkvater
is possible during the game until someone buys road vehicles. In networked games only the server can change it.
2005-01-03(svn r1351) fixed issue in last commit where it it not update the replace ↵bjarni
train window properly when changing company colour (the lower two panels stayed the old colour until the window was reopened)
2005-01-03(svn r1350) Replace Vehicle GUI: bjarni
- Replaced "WP(w,replaceveh_d).line_height" with "w->resize.step_height" since they needed to be the same anyway - Cleaned the code a litte for readability (like correct tabbing) - Added company color to replace vehicle windows to make them look like the rest of the vehicle windows and made the caption text white (also to fit the standard) --This line, and those below, will be ignored-- M vehicle_gui.c M lang/english.txt M window.h
2005-01-03(svn r1349) -Fix: [1093485] Dissappearing rocks in Scenario Editordarkvater
2005-01-03(svn r1348) -Feature: resizable windows. Read the comment in window.h to ↵truelight
find out how the system works. All useful windows are already made resizable. Enjoy :) -Fix: fixed some GUI-glitches and flaws along the way
2005-01-03(svn r1347) -Fix: Some were fixed for the trees -> Only copy the lowest two ↵darkvater
bits (amount of snow/desert) from map5 to map2 when placing trees, before this happened implicitly because map2 was just 8 bits wide;
2005-01-03(svn r1346) -Fix: fix signed/unsigned warningsdarkvater
-Fix: latent removal of 2 lines from ttd.c which I forgot because the file was not saved :O
2005-01-03(svn r1345) Only copy the lowest two bits (amount of snow/desert) from map5 ↵tron
to map2 when placing trees, before this happened implicitly because map2 was just 8 bits wide
2005-01-03(svn r1344) Use MapSize[XY]() (or MapSize()/MapMax[XY]() where appropriate) ↵tron
instead of TILES_[XY]
2005-01-03(svn r1343) -Fix: [Graphic] Autorail icon is now correct (Darkvater)truelight
-Fix: [Graphic] Added resize icon (tnx tokai)
2005-01-03(svn r1342) -Fix: [1094596] Problem with ship depot; upon load it is also ↵darkvater
given owner OWNER_WATER
2005-01-03(svn r1341) -Fix: fix WWT_FRAME drawing when there is no text there (STR_NULL)darkvater
-Copyright notice is now 2002-2005 for all languages
2005-01-03(svn r1340) -Feature: scrolling credits list...finally! Hope nobody gets ↵darkvater
offended if I forgot them.
2005-01-03(svn r1339) -Fix: compilation with networking works on MinGW32 again (thx ↵darkvater
orudge).
2005-01-03(svn r1338) -Fix: fix signed/unsigned warnings introduced when ditching the ↵darkvater
macros for map querying.
2005-01-03(svn r1337) Use MapMax[XY]() (or MapSize[XY]() if appropriate) instead of ↵tron
TILE_MAX_[XY] While here replace one erroneous TILE_MAX_X with MapMaxY()
2005-01-03(svn r1336) Fix: Correct landscaping buttons in monorail and maglev toolbarsdominik
2005-01-03(svn r1335) Removed wrongly renamed STR_TOWNNAME_ADDITIONAL_ENGLISH from all ↵dominik
language files
2005-01-03(svn r1334) Fix: [ 1093466 ] no more glitches with many maps in the scenario ↵dominik
list when creating server
2005-01-03(svn r1333) Fix: No crash when creating a game with American town names any moredominik
2005-01-03(svn r1332) -Fix: Desert-landscape does no longer crash (protected ↵truelight
GetMapExtraBits from overflowing)
2005-01-03(svn r1331) Update map size before sending game infotron
2005-01-03(svn r1330) Increase size of some vars from int16 to int32 to guard against ↵tron
future overflows
2005-01-03(svn r1329) Remove unused function declarationtron
2005-01-03(svn r1328) Turn loop with explicit terminator element into loop using endof()tron
2005-01-03(svn r1327) -Fix: made resource file version independent for windowsdarkvater
-Fix: language file inconsistencies...please update all other language files as well when you rename a string name and do nothing else.
2005-01-02(svn r1326) fixed compiler warnings in vehicle_gui.c and widget.cbjarni
2005-01-02(svn r1325) -Fixed eol-style properties on new files. Please before adding a ↵darkvater
new file to svn use: "svn propset svn:eol-style native <filename's>"!! -Fix: the level land icon no longer flashes (was palette colour)
2005-01-02(svn r1324) Fixed problem with autoreplace GUI and msvc6 (thanks bociusz)bjarni
2005-01-02(svn r1323) Adding autoreplace featurebjarni
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the vehicle overview windows Note: autorenew is now autoreplace, but to the same engine type Nice new features, that was added to make this possible - windows can now have two independant vertical scrollbars - CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with estimated costs even if shift is pressed - fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
2005-01-02(svn r1322) -Add: banning system (mostly tnx to guru3)truelight
A server can ban people via ClientList Both server and dedicated can do it via console: 'ban', 'unban', 'banlist'.
2005-01-01(svn r1321) -Fix: Revision 1302 partly solved the problem and created an other. truelight
Should now really be solved.. now only MP_WATER is owned by OWNER_WATER
2005-01-01(svn r1320) -Fix: fixed chat-bug (that from a certain moment, nobody could ↵truelight
talk).. 1 variable was still byte instead of uint16 (with a very big tnx to guru3!)
2005-01-01(svn r1318) -Fix: Saving a game fucked up the industries.. sorry ;)truelight
2004-12-31(svn r1314) -Fix: Population numbers is no longer negative for 32k+ townstruelight
2004-12-31(svn r1313) -Fix: fixed MSVC problemtruelight
2004-12-31(svn r1312) -Add: Patch which is on by default: population in label of the towntruelight
-Fix: Expand town is a bit more agressive -Fix: Fixed a bug in growing algorithm
2004-12-31(svn r1308) -Update: updated MSVC project filestruelight
2004-12-31(svn r1307) -Fix/feature: rewrote the townname generation code. Code is much ↵truelight
more readable now. 'American' is replaces by 'Additional English' (Jango)
2004-12-31(svn r1303) Daily langfile update (automatic)miham
2004-12-30(svn r1302) -Fix: [ 1091655 ] In some older maps somehow water is owned bytruelight
OWNER_NONE instead of OWNER_WATER. -Fix: On InitializeLandscape the map was made MP_WATER, but OWNER_NONE. When ConvertGroundTilesIntoWaterTiles() is not called, this gives big problems (see above). Now the owner is set to OWNER_WATER by default.
2004-12-30(svn r1301) -Codechange: _industries finally has FOR_ALL_INDUSTRIES tootruelight